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Thread: Retrofit Mod 1.0 Released

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  1. #1

    Default Re: Retrofit Mod 1.0 Released

    Well, did you read the mods readme or information in the first post of this thread?

  2. #2

    Default Re: Retrofit Mod 1.0 Released

    Did you read my post?

    I did.. I merely am just confused as to what the mods does, does it just upgrade the vanilla MTW:2 with all the special new features MTW: Kingdoms has? I was expecting to be able to play as welsh or Ireland.

    And what is meant by "hot seat" campaigns?

    Those are my questions and concerns.. please dont reply did I read it, of course I did, I'm looking for clarifications.


  3. #3
    AlCord's Avatar Semisalis
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    Default Re: Retrofit Mod 1.0 Released

    Hmm, perhaps I forgot something to activate because I never had this problem:

    All factions in custom battle have only 14 units for selection (see attachment)?!?! So where is the prob :hmmm:
    Last edited by AlCord; February 13, 2009 at 07:53 AM.

  4. #4
    Groenepuntmuts's Avatar Miles
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    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by AlCord View Post
    Hmm, perhaps I forgot something to activate because I never had this problem:

    All factions in custom battle have only 14 units for selection (see attachment)?!?! So where is the prob :hmmm:
    hey cool, it's in German didn't know that was possible

  5. #5
    Groenepuntmuts's Avatar Miles
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    Default Re: Retrofit Mod 1.0 Released

    I get an empty error message when starting up, what's the problem? I've patched medieval 2 to 1.3 a long while back, bought kingdoms last week and installed it.
    Last edited by Groenepuntmuts; May 04, 2008 at 11:17 AM.

  6. #6

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Groenepuntmuts View Post
    I get an empty error message when starting up, what's the problem? I've patched medieval 2 to 1.3 a long while back, bought kingdoms last week and installed it.
    What is the error message?

  7. #7

    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Groenepuntmuts View Post
    I get an empty error message when starting up, what's the problem? I've patched medieval 2 to 1.3 a long while back, bought kingdoms last week and installed it.
    Check and see what version Medieval II TW is saying it is. The M2TW Kingdoms expansion, if I remember correct, when purchased as a separate expansion instead of part of the M2TW Gold set, will patch M2TW to v1.2 of M2TW. What you may need to do is re-patch M2TW to v1.3 for the Retrofit Mod to work.

    An alternative may be to try patching both M2TW and Kingdoms with the new M2TW Kingdoms patch, which is v1.05, then try adding the Retrofit Mod. The readme info for the Retrofit Mod though states that it "may not be compatible" with versions of M2TW after v1.3, so only try this as long as you realize it may not work.

    I'm getting ready to patch M2TW Kingdoms patch v1.05 and may be able to answer better later.
    Marcus Camillus


  8. #8

    Default Re: Retrofit Mod 1.0 Released

    Er, no. Kingdoms patches M2TW to 1.3
    Kingdoms RTM is 1.4, and of course there's a 1.5 Kingdoms patch.

    There is a stand-alone 1.3 patch for those people who have M2TW (but not Kingdoms).

    None of the patches are cumultive: You need to patch to 1.1, then 1.2, then 1.3, then install Kingdoms, then patch 1.5. You can skip patching 1.1 and 1.2 if you're installing Kingdoms becasue the Kingdoms installer itself will bring any M2TW installation up to 1.3 by patching to 1.1, then 1.2, and finaly then 1.3 before it installs Kingdoms RTM (1.4)


    Complicated enough for you, CA?

  9. #9

    Default Re: Retrofit Mod 1.0 Released

    hello guys, does anyone have a working retrofit mod and grand unit addon link? i searched for the entire day and couln't find this great mod anywhere

  10. #10

    Default Re: Retrofit Mod 1.0 Released

    Why do people keep asking for updates and additional content? That's the essential problem with most mods, and, it seems the community now has that expectation, the problem being that the mods never stop being developed. Modders seem to just change every imaginable thing they can think of just because they can. A good mod sets out what it intends to accomplish (ie, Retrofit the Grand Campaign to Kingdoms) and then does so, releasing a final, polished product.

  11. #11
    Turbo's Avatar Civitate
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    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by Candelarius View Post
    Why do people keep asking for updates and additional content? That's the essential problem with most mods, and, it seems the community now has that expectation, the problem being that the mods never stop being developed. Modders seem to just change every imaginable thing they can think of just because they can. A good mod sets out what it intends to accomplish (ie, Retrofit the Grand Campaign to Kingdoms) and then does so, releasing a final, polished product.
    I doubt that updates and additional content are the reason why most mods are never released. The problem is the modders themselves being too ambitious and trying to do everything at once instead of doing it a step at a time then releasing that portion of the mod.
    Work of God

  12. #12

    Default Delete

    Delete this
    Last edited by DarK_RTW; August 31, 2007 at 07:56 AM. Reason: delete this please

  13. #13

    Default Re: Retrofit Mod 1.0 Released

    @Unspoken Knight. Thanks for the responses. I've now got my hands on a copy of Kingdoms and it looks fairly straightforward to port things across using the Retrofit files as a base.

    @Candelarious
    I agree there should always remain a verison of the Retrofit mod that is just a simple port of the GrandCampaign into Kingdoms.

    However, having said that, able modders like Unspoken Knight might be willing to make more advanced versions (who knows, he may have already...)? Such mods, if created, shouldn't replace the vanilla port. Instead they would be better existing as entirely separate entities. There are so many cool additions in Kingdoms, such as stone-walled forts, culture, hero abilities, new strat/battle map models, and plenty of new units, that I'm sure there's an equal demand for a version of the GC with these included. This shouldn't be discouraged just because you want your vanilla only option. Whether Unspoken Knight does this, is entirely up to him. His mods are polished and professional and personally I'd love it if he did; however, if he doesn't wish to, then I'm sure somewhere down the line someone else will...

    Regards

  14. #14

    Default Re: Retrofit Mod 1.0 Released

    Much praise and gratitude to Unspoken Knight for supplying the patch part of the patchspansion. Only one thing remains, in my mind, and that is to integrate this mod and Spurius's BigMap. Is that a possibility? Are there any hidden conflicts, or is it something that can be done fairly straightforwardly by a novice modder? Thoughts?

  15. #15
    joedreck's Avatar Artifex
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    Default Re: Retrofit Mod 1.0 Released

    Quote Originally Posted by DrJambo View Post
    However, having said that, able modders like Unspoken Knight might be willing to make more advanced versions (who knows, he may have already...)? Such mods, if created, shouldn't replace the vanilla port. Instead they would be better existing as entirely separate entities. There are so many cool additions in Kingdoms, such as stone-walled forts, culture, hero abilities, new strat/battle map models, and plenty of new units, that I'm sure there's an equal demand for a version of the GC with these included. This shouldn't be discouraged just because you want your vanilla only option. Whether Unspoken Knight does this, is entirely up to him. His mods are polished and professional and personally I'd love it if he did; however, if he doesn't wish to, then I'm sure somewhere down the line someone else will...
    i try to find the castles from the teutonic campaign, but i can't. the modles are easy to find and use in vanilla.

    this is my new general for the HRE
    http://img529.imageshack.us/img529/176/0000lv7.jpg
    Edictum mod adds new edicts to Rome II. http://www.twcenter.net / YouTube: Edictum Mod / Click here for Edictum Mod on steam
    Vote Brain Slug for president.

  16. #16

    Default Re: Retrofit Mod 1.0 Released

    Does this mod works with the italian version of the game? If not, can someone please tell me a legal source to translate my game in the english version? Thanks in advance.
    Teutonic Hochmeister skin bug on campaign map fixed --> http://www.twcenter.net/forums/showthread.php?t=127010

  17. #17
    Captain Arrrgh!'s Avatar I'z in yer grass
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    Default Re: Retrofit Mod 1.0 Released

    Please excuse tha Captain's question, cus Oi be dummer than a bag o' frozen farts, but does this mean we can recruit tha noo units in tha ooriginal MTW2 grand campaign map? Fer example, can HRE get tha cool new Teutonic Units?
    If not, be this in tha works by anyone? Tanks fer dar infoo.

  18. #18

    Default Re: Retrofit Mod 1.0 Released

    Likewise I'd be interested in a more detailed explanation.

    I'm a newbie when it comes to TW modding so what exactly the retrofit does is beyond me.

    What does a player who uses Retrofit gain from the GC without adding other mods or modding anything themselves?

  19. #19

    Default Re: Retrofit Mod 1.0 Released

    ..did you not read what it adds??

  20. #20

    Default Re: Retrofit Mod 1.0 Released

    I realise that DrJambo and agree 100%. My only point was that THIS version of his mod should be for people like me who just want the vanilla game with the Kingdom's enhancements, ie, an unofficial patch for the GC.

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